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Better indicators for jump range

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When activating the jump ability of a unit, a green circle is drawn around the unit to indicate the jump range. That green circle is incorrect when then terrain is not plane.

Additionally, a unit given the command to jump that the unit can not fulfill will just stop when it was walking.

This leads to trying to jump over a cliff when fleeing, but the unit not jumping and instead just standing still, leading to a disadvantage when fleeing.

Can we please get better indicators of what a valid position for a jump command is and where the unit would actually land?
+4 / -0

2 days ago
or, you can just use skill. [Spoiler]
+0 / -0

2 days ago
From Cold Take #3 - Fight your opponent, not the UI

quote:
A player is "fighting the UI" when they have a clear idea of what they want their units to do, but the controls make it difficult to tell their units to do it.


The range indicator was incorrect. So by using skill here, I need to fight the UI, not the opponent. Bad design.

From Cold Take #10 - The Smartest Unit in Zero-K

quote:
The fantasy of commanding an army can be shattered by a single unit wandering off in a weird direction.


quote:
Issuing commands also has to feel good, since it is your primary way of interacting with the game. This implies that common commands should be small and simple, like short words.


The idea was to fight with the unit until it needs to jump into safety with one jump command. The strategy was clear and simple. Instead it didn't jump and just stopped. That shattered my fantasy of being a grand commander executing a brilliant strategy. Sad moments.
+3 / -0